scholarly journals Study of Retail Applications with Virtual and Augmented Reality Technologies

2021 ◽  
Vol 3 (2) ◽  
pp. 144-156
Author(s):  
Senthil T. Kumar

The rapidly emerging virtual reality (VR) and augmented reality (AR) technologies have greatly improved the digital shopping experience and retail selling environment. In terms of practical applications and academic research, fragmentation in VR and AR contributes to the technology's multidisciplinary roots in terms of applications. In this paper, the retail applications and research works that make use of VR and AR technology are compared and analyzed. The implementation, consumer acceptance, applications, issues and other related terms are compared. This study establishes a foundation for future work in the retail applications field.

2022 ◽  
pp. 99-116
Author(s):  
Israel Barrutia Barreto ◽  
Fabrizio Del Carpio Delgado ◽  
Dometila Mamani Jilaja ◽  
Gino Frank Laque Córdova ◽  
Renzo Antonio Seminario Córdova

This chapter seeks to explore from the reflexivity approach the current state of virtual and augmented technologies in various surgical procedures, analyzing the most relevant technological progress as well as the latest practical applications that have been developed. Bibliographic, documentary, and descriptive were the methodologies of research; the information was collected from various scientific articles from indexed journals and websites, using keywords such as “virtual reality,” “augmented reality,” and “surgical procedure” in search engines. Furthermore, technological progress in various branches that include surgery is explored in this chapter, which is focused on the research and technology application of virtual and augmented reality as well as the challenges.


2021 ◽  
Vol 11 (7) ◽  
pp. 3253
Author(s):  
Umile Giuseppe Longo ◽  
Sergio De Salvatore ◽  
Vincenzo Candela ◽  
Giuliano Zollo ◽  
Giovanni Calabrese ◽  
...  

Background: The application of virtual and augmented reality technologies to orthopaedic surgery training and practice aims to increase the safety and accuracy of procedures and reducing complications and costs. The purpose of this systematic review is to summarise the present literature on this topic while providing a detailed analysis of current flaws and benefits. Methods: A comprehensive search on the PubMed, Cochrane, CINAHL, and Embase database was conducted from inception to February 2021. The Preferred Reporting Items for Systematic reviews and Meta-Analyses (PRISMA) guidelines were used to improve the reporting of the review. The Cochrane Risk of Bias Tool and the Methodological Index for Non-Randomized Studies (MINORS) was used to assess the quality and potential bias of the included randomized and non-randomized control trials, respectively. Results: Virtual reality has been proven revolutionary for both resident training and preoperative planning. Thanks to augmented reality, orthopaedic surgeons could carry out procedures faster and more accurately, improving overall safety. Artificial intelligence (AI) is a promising technology with limitless potential, but, nowadays, its use in orthopaedic surgery is limited to preoperative diagnosis. Conclusions: Extended reality technologies have the potential to reform orthopaedic training and practice, providing an opportunity for unidirectional growth towards a patient-centred approach.


2021 ◽  
Vol 11 (8) ◽  
pp. 3711
Author(s):  
Selma Rizvić ◽  
Dušanka Bošković ◽  
Vensada Okanović ◽  
Ivona Ivković Kihić ◽  
Irfan Prazina ◽  
...  

Bosnia and Herzegovina (BH) has a very picturesque past. Founded in 11th century, it has always been a crossroads of faiths and civilizations. Extended Reality (XR) technologies can finally take us to time travel into this history, enable us to experience past events and meet historical characters. In this paper, we overview the latest applications we developed that use Virtual Reality (VR) video, Virtual and Augmented Reality (AR) for interactive digital storytelling about BH history. “Nine dissidents” is the first BH VR documentary, tackling a still tricky subject of dissidents in the Socialist Yugoslavia, artists and writers falsely accused, persecuted and still forbidden. “Virtual Museum of Old Crafts” aims to present and preserve crafts intangible heritage through Virtual Reality. “Battle on Neretva VR” is recreating a famous WWII battle offering the users to experience it and meet comrade Tito, the commander of the Yugoslav Liberation Army. “Sarajevo 5D” shows the cultural monuments from Sarajevo that do not exist anymore in physical form using Augmented Reality. Through user experience studies, we measure the user immersion and edutainment of these applications and show the potential of XR for the presentation and preservation of cultural heritage.


2018 ◽  
Vol 108 (04) ◽  
pp. 251-256
Author(s):  
U. Bracht ◽  
M. Schlegel

Augmented- und Virtual-Reality-Brillen haben signifikante Fortschritte in ihrer technischen Leistungsfähigkeit gemacht. In diesem Fachartikel wird der aktuelle Stand der Technik von AR- und VR-Brillen beschrieben, die bisherigen Hemmnisse für die Verwendung in der Fabrikplanung erörtert und Einsatzpotenziale aufgezeigt, die sich durch die verbesserte Hardware erschließen lassen.   Virtual and Augmented Reality Glasses have made significant progress. This paper shows the current state of technology as well as previous impediments in usage and points out applications for an efficient factory planning.


2020 ◽  
Vol 12 (7) ◽  
pp. 2728
Author(s):  
Ferran Calabuig-Moreno ◽  
María Huertas González-Serrano ◽  
Javier Fombona ◽  
Marta García-Tascón

Technology has been gradually introduced into our society, and the field of education is no exception due to technology’s ability to improve the teaching–learning process. Furthermore, within the area of physical education (PE), its importance has been highlighted by the existence of specific apps for physical activity that can be used inside and outside the classroom to assess physical condition, as well as through the potential that virtual and augmented reality can have in such assessment. Therefore, the main objectives for this study were (1) to perform a bibliometric analysis of the articles published in the Web of Science (WoS) on technology in PE and (2) to analyze the articles published on augmented or virtual reality in PE found through this search. The results show that although studies on technology in PE (461 articles) have begun to consolidate over the last five years (there was a turning point in 2015), with the USA being the most influential country in this area, specific research on the use of augmented reality (AR) and virtual reality (VR) is still at a very early stage (22 articles with a small growth in 2017), with Spain being the most influential country; much more research is needed to achieve its consolidation.


2021 ◽  
Vol 25 (5) ◽  
pp. 31-40
Author(s):  
E. V. Romanova ◽  
L. V. Kurzaeva ◽  
L. Z. Davletkireeva ◽  
T. B. Novikova

The rapid development of virtual and augmented reality technologies is currently taking place in almost all spheres of activity. Elements of virtual and augmented reality are used in such areas as education, medicine, transport, gaming, tourism and others. The active spread of these technologies causes the emergence of special competencies in the IT labor market and, as a result, the formation of new professions.Many Russian universities are training students in IT training areas. Specialization in the development of computer games and virtual reality applications has begun recently. The provision of practical classes is accompanied by specific tasks, which gives students the opportunity to improve the use of software and technical devices.The relevance of the research is determined by the current demand for the use of the latest technologies by IT developers in the field of creating computer games. Today, technologies that provide a player’s immersion in virtual reality are becoming more and more popular. One of these technologies is a suit with wearable sensors that track a person’s position in space in real time. However, there are quite a few real described projects in the literature and on the Internet. This study examines the process of developing a task for creating a game application using virtual reality technology: a suit with wearable sensors for teaching students.Materials and methods of research. Timely identification of the needs of the IT market in personnel training allows educational organizations to form new training programs of different levels of training. This approach makes it possible to target the educational and methodological materials being developed to use the latest achievements in the development of the field under study.Using a systematic approach, the study characterizes virtual reality suits and sensors for monitoring the position in the user’s space. Thus, the goal of the task was to ensure the immersiveness and convenience of interaction between the player and the game environment.Based on materials on software, position sensors in space, the approach of pedagogical design was applied and the procedure was formed for a practical task, reflecting the relevant competencies.Results. The study was conducted on the basis in the framework of laboratory and practical work of students, as well as at a real enterprise. Training in the new profile of the direction of training “Applied informatics” is fully equipped with all the latest technologies in this field. As a result of the work, the content of the practical task was developed.Real development of virtual and augmented reality applications is conducted jointly with students. Almost all projects used a suit with body sensors.Conclusion. Our study examines in detail the process of developing an application using a suit with wearable sensors for further training of students. Based on the results, work can be carried out on real projects for any field. Based on the research materials, it is planned to issue a textbook for students with the profile of developing computer games and virtual / augmented reality applications.


Author(s):  
K.N. Zhernova

Technologies of virtual and augmented reality are gaining popularity. Virtual reality is used in many areas, including beginning to be used in the field of information and computer security. In addition, virtual reality interfaces are also susceptible to attacks. However, there are still few works on research in this area. This article provides an overview of existing solutions to computer security problems using virtual and augmented reality interfaces, as well as an overview and classification of the identified threats for these interfaces themselves.


Author(s):  
Sebastiano Nucera ◽  
Gennaro Tartarisco ◽  
Aldo Epasto ◽  
Donatello Smeriglio ◽  
Alessandro Mazzeo ◽  
...  

Ubiquitous devices and wearable technologies are becoming smaller and more rich in features to meet user demands and applications. The emergence of ever more sophisticated technologies has created new relationships between real, virtual, and augmented world. This is quite evident, within educational contexts. This chapter will explore new learning approaches based on virtual and augmented reality technologies. Virtual and augmented realities dispense specific knowledge and information. This chapter will discuss augmented reality and education applications based on virtual reality. The chapter will differentiate between ways in which wearable technologies enhance and restructure teaching and learning processes. To circumscribe a well-defined level of analysis, the chapter will examine experiences of using wearable technology within educational contexts.


Author(s):  
Liston William Bailey

This chapter focuses on virtual reality (VR) and augmented reality (AR) as tools for teaching and learning. Attainment of skills and knowledge can be supported through the use of VR/AR applications that are being developed both in the commercial sector and at various research institutions. An overview of what differentiates VR and AR is provided to the reader along with considerations of how such applications might be used to support learning environments in the future. If instructional designers and programmers can synchronize their efforts it may be possible to make VA/AR a common feature across learning environments nationally. Common elements of a VR/AR system are discussed here as well as the need to incorporate instructional design practices into the design of learning applications that use VR/AR.


Author(s):  
Santiago González Izard ◽  
Juan Antonio Juanes Méndez

The influence of augmented reality (RA) and virtual reality (RV) techniques is analyzed in the process of teaching-learning for the human anatomy subject, in particular in health science students. For this purpose, two applications have been designed for mobile devices and virtual reality glasses with the purpose of incorporating these techniques in teaching for the study of human anatomy to facilitate the students with better learning of anatomical body contents through these technological procedures. In this way it is intended to achieve a better transmission of knowledge to students in an effective, visual, interactive, and close way. The authors believe that these technological tools constitute an excellent complementary medium to the traditional atlases, facilitating the learning of the anatomical structures.


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